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Time base skill tree unlocks aren't the way


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I like the skill trees, they are a great concept that can add just the right amount of variety, however I seen a lot of hate and the focus seems to be that it a grind or just a console cheat to unlock them which is a very bland way to unlock them, they might as well be available by default since they carry over between worlds.

So what if instead they didn't carry over and they didn't take 150 days to unlock? They shouldn't even take more than an in-game year to be honest.

 

Here is an idea which I think has cross around, make each character start from zero insight but the unlocks are related to very specific actions and the points to what the character is all about.

 

For woodie he can get points just from chopping many trees but also he always get one point for : chopping the first of each type of tree, making a board. Making a board unlocks making efficient boards with Lucy, and that give him a point follow by the unlocks of the skills for helmet and cane.

Killing a tree guard as woodie give him a point as well as unlocking the entire tree guard focus skills, transforming into were forms same deal.


Imagine widfrig eventual skill tree giving her points for killing mobs but a warranty one per different kind of hostile mob killed.

This all focus means that you don't start with all the skills from day one but you also don't need most of them on day one unless you just switched to that character with moon idol, while also not taking an obsene amount of time to unlock all.

This does sound like a neat idea, but I personally prefer player freedom and wouldn't want to play a character the same way every world to get the skills/build I enjoy. That's just me, though! I think it would be cool to see both! You'd be rewarded for either surviving and/or doing a survivor's specific actions!

That's a fair point, it wouldn't make sense to punish a player for rushing lunar island as woodie just for the woodie that stayed at base cutting wood to have the skill points ready.

 

The requirements should be lenient enough as to allow players to unlock the points without neither going out of their way to do so nor feeling like they are performing a checklist

i think a good compromise for the system would be to keep the time based insight gain while having optional tasks available just to speed things up. That was if someone wants to play the game in their own way they dont feel punished for it. It also gives a method for people to rush the process of gaining insight if they thought the old system was too much of a grind.

As for making insight not carry over between worlds, i heavily disagree with the concept. My issue with it lies within the specific perks klei has come up with. Woodie's new helmet/cane are both really only useful in the extreme earlygame due to how quickly you gain access to upgrades, so forcing the player to complete tasks for them would undermine the sole purpose of their existence. Wormwood also has quite a few perks like this, getting petals while blooming is a great substitute for farming light bulbs/twigs in order to get an early source of rot, manure, of beefalo food. Even something like fly trap (as bad as it may be) has a use case for the earlygame as it allows you to set up a proper weed farm earlier on (im assuming the description is accurate as i havnt fully tested it out myself).

TLDR: i like the idea of doing tasks for insight, but let it be a way to skip the grind, and not a reason to overhaul the entire system.

I think the flat, 10 day per skill point system is more of a way to incentivize new players to replay a character they enjoyed after they get a game over. 

 

This is all my opinion, but I get the impression that a lot of people install DST and then leave after dying a few times. If a player stays engaged in the game long enough to get over this hump, there's a good chance they'll stick around a lot longer.  The skill tree system is Klei's way of trying to push more of these players over that hump by rewarding them for merely surviving X amount of days.  If this is the case, then I think the way one accumulates points being a little bland is a worthwhile tradeoff for retaining more new players.

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